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Embodiment in skateboarding videogames

Bibliographic Data

ID15400076
AuthorsPaul Martin (0000-0002-3464-2103, University of Nottingham Ningbo China, corresponding author)
Year2013
Volume9
Issue2
Pages315-327
Publication date2013-08-01
Open AccessNo
TypeARTICLE
VenueInternational Journal of Performance Arts and Digital Media (JOURNAL)
Journal identifiersISSN: 1479-4713 • E-ISSN: 2040-0934
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1386/padm.9.2.315_1
OpenAlexW2312370334
LanguageEN
References cited4

This article analyses the avatar in action games as both object of perception and instrument of action and perception. This allows for a picture to emerge of the way in which avatars in 3D action games serve as a kind of commentary on what it is to have a body in space. Two skateboarding games are analysed primarily through the lens of Martin Heidegger’s exposition of equipmentality in Being and Time. These skating games are chosen since they are examples of games which on the one hand provide spectacular images of the body in performance and on the other allow the player to feel in a heightened, focused and distorted way what it feels like to skate. By attending to the formal characteristics of the avatar as object of perception and instrument of perception and action and placing these within the context of the games’ different ideological positionings and assertions, it is possible to unpack some of the ways in which these games investigate embodiment as a culturally constituted phenomenon

Art · Multimedia · Visual arts · Adventure Sports and Sensation Seeking · Computer Science · Digital Games and Media · Human Motion and Animation

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Highly citedNo

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